blender/source/gameengine/Rasterizer/RAS_Polygon.cpp
Erwin Coumans 65a52fc419 - prepared for automatic game physics -> animation (ipo) conversion (this allows to use bullet for animation)
- default the m_edgecode to 65535, the wireframe was invisible. when is the edgecode available again ?
- added an extra condition, nearsensor is not yet working for bullet, but it crashed.
2005-08-22 15:47:56 +00:00

146 lines
3.0 KiB
C++

/**
* $Id$
* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#ifdef WIN32
#pragma warning (disable:4786)
#endif
#include "RAS_Polygon.h"
/*
RAS_TexVert* RAS_Polygon::GetVertex(int index)
{
if (m_bucket)
return m_bucket->GetVertex(m_vertexindexbase.m_vtxarray, m_vertexindexbase.m_indexarray[index]);
else
return NULL;
}
*/
/*void RAS_Polygon::Bucketize(double* oglmatrix)
{
//Transform(trans);
if (m_bucket)
m_bucket->AddPolygon(this,oglmatrix);
}
*/
RAS_Polygon::RAS_Polygon(RAS_MaterialBucket* bucket,
bool visible,
int numverts,
int vtxarrayindex)
:m_bucket(bucket),
m_vertexindexbase(numverts),
m_numverts(numverts),
m_edgecode(65535)
{
m_vertexindexbase.m_vtxarray = vtxarrayindex ;//m_bucket->FindVertexArray(numverts);
m_polyFlags.Visible = visible;
}
int RAS_Polygon::VertexCount()
{
return m_numverts;
}
void RAS_Polygon::SetVertex(int i,
unsigned int vertexindex ) //const MT_Point3& xyz,const MT_Point2& uv,const unsigned int rgbacolor,const MT_Vector3& normal)
{
m_vertexindexbase.SetIndex(i,vertexindex); //m_bucket->FindOrAddVertex(m_vertexindexbase.m_vtxarray,
//xyz,uv,rgbacolor,normal));
}
const KX_VertexIndex& RAS_Polygon::GetIndexBase()
{
return m_vertexindexbase;
}
void RAS_Polygon::SetVisibleWireframeEdges(int edgecode)
{
m_edgecode = edgecode;
}
// each bit is for a visible edge, starting with bit 1 for the first edge, bit 2 for second etc.
int RAS_Polygon::GetEdgeCode()
{
return m_edgecode;
}
bool RAS_Polygon::IsVisible()
{
return m_polyFlags.Visible;
}
bool RAS_Polygon::IsCollider()
{
return m_polyFlags.Collider;
}
void RAS_Polygon::SetCollider(bool col)
{
m_polyFlags.Collider = col;
}
KX_VertexIndex& RAS_Polygon::GetVertexIndexBase()
{
return m_vertexindexbase;
}
RAS_MaterialBucket* RAS_Polygon::GetMaterial()
{
return m_bucket;
}